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How to Play Sheepshead

Sheepshead is a five-handed trick-taking card game, Wisconsin's card game (Milwaukee made it its official card game in 1983) and a Midwest tavern tradition. One player (the picker) takes on the rest, usually with a secret partner. The picking side needs 61 of the 120 points in the deck.

The deck

32 cards: A, 10, K, Q, J, 9, 8, 7 in each suit. Point values: Ace 11, Ten 10, King 4, Queen 3, Jack 2; nines, eights and sevens are worth nothing. The whole deck totals 120.

More: the deck and the deal by player count · card points and counting to 61

Trump

Fourteen cards are trump, and the order surprises newcomers. From highest to lowest:

Q♣ Q♠ Q♥ Q♦ J♣ J♠ J♥ J♦ A♦ 10♦ K♦ 9♦ 8♦ 7♦

Every queen, every jack, and all diamonds. The three remaining suits (clubs, spades, hearts) are "fail" and rank A, 10, K, 9, 8, 7. You must follow the suit led if you can; all trump counts as one suit.

More: the trump order, with examples · following suit

The deal and the pick

Everyone gets six cards; two go face down as the blind. Starting left of the dealer, each player may pick the blind (committing to take 61) or pass. The picker adds the blind to their hand and buries two cards face down; buried points count for the picking side. The player on the dealer’s left leads the first trick, whoever picked.

More: dealing · how picking works · the bury · when to pick

Partners

When there is no ace to call

Call an ace only. Neither of these exists in the jack-of-diamonds game, which never asks the picker to name anything. Twice in a few hundred hands the picker holds a hand that breaks the rule above, and most players go years without meeting either case. Call a ten is offered at every call-an-ace table here; card under is a house rule a table switches on.

More: jack of diamonds · call an ace · which ace to call · going alone

Rather than take our word for it, deal yourself one: a hand that forces call a ten · a hand that forces card under · a hand holding both black queens. Both open a practice table with the hand already dealt. Press Pick and the situation is in front of you.

Doubling: cracks, blitzes, and the sheepshead call

Two words do a lot of work here, and they are the ones the tables that play this game use. A non-passing player is one who never had the chance to pick: the blind reached the picker before it reached them. Anyone sitting earlier was offered it and turned it down, and a seat that passed has had its say. So there are non-passing opponents, who may crack, and a non-passing partner, who may join the picking side’s answer. Learning later that the picker is your partner does not hand back a turn you already used.

More: cracking and recracking · blitzes · the sheepshead call · when to crack

If everyone passes

More: doublers · leaster strategy · the schwanzer

Scoring

ResultStakes
Picking side takes 61–90base win
91 or more (defenders under 30)double: schneider
Every tricktriple: schwarz
Picker fails (60 or less)paid out instead of collected
Picking side held under 31double against them: schneider

With a partner, the picker carries two shares and the partner one. Alone, the picker carries it all. That holds even when the picking side takes no tricks at all: the partner shares the loss. The running tally lives in The Sheet on the right of every table.

More: scoring and settling up · schneider and schwarz · house rules and our defaults

Club terms

Want more?

Every rule above has its own page with examples in the handbook, and short answers to common questions are in the FAQ. Our strategy pages start at strategy. For more, the community classics are worth a read: the Ten Commandments of Sheepshead at sheepshead.org. Then come back and schmear something.

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